G-Minor VI

Now I have a Diety game at 170K score. JC vs. Peter. Peter WAS back in a peninsula, and fairly close but had Iron.

I sent a stack of 5 Praets into Peter's territory to pillage the Iron and then just plunked down in a nice defensive position (being sure to have a Medical Promotion) and let Peter expend his units against the stack. He used up 15-20 units getting rid of that nit.

Meanwhile I'm cleaning out the small towns and gaining experience with the main force. I arrive into his core 3 cities with 2 stacks of 6 (pipeline of Praets on the way) and take two of them easily (especially the capital-production and OBTW Pyramids).

At this point I would have expected to get all his techs, but I got to him fast enough that he hadn't gotten Alphabet yet. So I cease fire about 50AD. Gift him a new town pinned against the sea by my capital. Had to research Alph myself. Declare war again and take out the remaing city. The no resource, no pop town pinned against the sea by my capital is now Peter's capital.

Peter did get three settlers away on boats. The first he was smitten with a spot on the "Rome-Moscow Highway" ...easy pickins....and then he did it again after the Cease Fire. The third was a surprise to me, but he founded a few SE of my capital never knowing what was going to hit.

Techs. BW, Wheel, IW at 100%, then 20% to keep the gold growing. AH if cows in fat cross. I'll mine animals on a hill for the first part of the game. Pottery, not Writing as you expect to get it when you sue for peace. Tech up the religion line to Priesthood, poised for a push at CS Slingshot when you get the Mother Lode of techs.

After Bureaucracy, beeline for Music. Use the GA to Culture Bomb Peter's Capital after which he is no factor in the game (it actually went into revolt a coupe of times). Remember the runaway Galley/Settler who picked a spot SE of my capital? It got bombed as well. :crazyeye: I was surprised it never flipped, but it spent a lot of time in revolt.

I cottage spam every thing to get the gold flowing. Once you can tech at 50% and still increase the treasury, it's time to start pumping out settlers, both to atually settle up to the limit and to position for the final turn Hanging Gardens-town-founding-push after you have Peter Conquested. It's also time to start irrigating those hamlets and towns. I began the push to the End Game around 600-800AD this game.

Set all towns to Emphasize Food, and check every few turns so your "helper" doesn't start spamming Priest and Science Specialists. Milking is all about food. Max food, all the time, after the ecomomy has been tamed.

Hope this helps!
 
Population contributes about 50% of the score. Another 30% or so is land, but there is a domination limit.

So, it looks like the best way is to maximize the pop. Build more cities even if they overlap, especially coastal, since they can grow over water tiles after lighthouses.
 
I played at several difficulty levels:
Warlord: 40K, 1040AD, Cyrus
Noble: 78K, 1040AD, Kublai Kahn
Prince: 94K, 530AD, Cyrus
I came very close to winning at Monarch with an estimated score of 120K. Unfortunately, I miscalculated the number of Immortals required to capture London.

Leader:
Creative to improve the fat cross tiles without researching religion and building culture buildings. An early and fast unique unit for early conquest and minimum number of turns with war. I prefer Immortal (Cyrus) to Keshiks (Kubla Kahn) since Horseback Riding and Archery are not needed.

Cities:
Build 6-8 cities ASAP (Typically before 300 BC) using forest chopping. First priority for improvements is resources and food(farms). Second priority is to build cottages on tiles that cannot be irrigated.

Research:
Mining, Bronze Working (forest chop), Animal Husbandry, The Wheel (Immortals), Iron Working (improve jungle tiles) Pottery (cottages) at maximum research. Then 0% research to build up treasury for negative income during the last stages of the game, including maintanance in far away captured cities.

Build orders:
One warrior per city, then immortals. Granaries and Lighthouses if I am able to declare peace after reducing the number of enemy cities to one.

War:
Declare war as soon as the number of immortals is sufficient. Keep all captured cities. If possible, declare peace with one AI city left for further growth before the final kill. This requires a sound economy, however, since the enemy cities increases the city maintenance significantly.

At higher difficulty levels, the main problem with this strategy seems to be war weariness which causes starvation in my cities after 3-4 turns of war. Typically, my 'score by winning this turn' drops by 10K per turn after about 3 turns of war. Since it seems impossible to negotiate for peace that soon, a very quick complete kill seems to be required. Maybe there is a method to reduce war weariness that I have overlooked? For this strategy to work at Monarch level and above, I believe I need to isolate the AI at a peninsula with 3 cities or less. In my Monarch game that failed, I tried to attack 6 AI cities with 55 Immortals, which was not sufficient. (London had about 10 defenders, including macemen and crossbovemen at a hill.) Probably I should have prioritized to build Barracks before Immortals.
 
THE GAUNTLET IS CONCLUDED.

Congratulations to the victors:
Rank Player Date Score
1 Andrei_V 1405 AD 114767
2 HighDesert 1670 AD 102068
3 Miraculix 530 AD 94338
4 Ryuujin 2080 BC 56740
5 ori 140 AD 45407
6 Grifftavian 1355 AD 28347
 
Me, too. It hit the regular HOF. I guess it fell through the cracks. Not a big concern to me. I just enjoy the challenge of trying to improve on the last attempt.
 
HighDesert said:
Me, too. It hit the regular HOF. I guess it fell through the cracks. Not a big concern to me. I just enjoy the challenge of trying to improve on the last attempt.
It was played with version .006 of the Mod. Only version .004 entries were valid.
 
Is there a reason why a particular Gauntlet cannot permit any revisions of the HOF mod that is more recent than the current revision? I.e. make the Gauntlet conditions forward compatible with respect to the HOF mod?
 
Miraculix said:
Is there a reason why a particular Gauntlet cannot permit any revisions of the HOF mod that is more recent than the current revision? I.e. make the Gauntlet conditions forward compatible with respect to the HOF mod?
We can always change the filter to include other versions. The question is should we.

It depends on what the changes in the HOF mod were. The main differences between .004 and .006 were a bug fix for "whipping bug" and some more refined map finder selection possibliities. (ie. Settler on Plain Hill, Grassland Corn, etc.)

The first could be an advantage to someone using .004 but the latter might help someone using .006. (Finding more/better maps quicker.)

There has been some discussion of changing the filter to allow .006 games to be including but nothing has been decided.

What's fair?
 
Playing with the HoF mod has definately improved my game. I hope to have a good game to submit for the next gauntlet. I did submit a 113800 diety win but it was denied for reloading :blush: and was with .006 anyway. I think it was only one time that I reloaded during the whole game and it wasn't to change an outcome. Anyways, sorry for the mishap and congrats to the winners.
 
The end of the two Gauntlets with this update has proven interesting. It was originally my intention to allow only 1.61.004 of the HOF mod, as it was feared it would have competitive advantages of .005 or .006 due to bug fixes. However, those bug fixes were nearly trivial, and I don't believe exploited at all by the .004 Gauntlet submitters.

Furthermore, we didn't make it very obvious that only .004 was allowed, and the players at large assumed .006 was legal. As such, I have decided to retroactively apply .006 submissions to the Gauntlets. This means the new victor lists are as follows:

G-Minor 6:
Rank Player Date Score
1 HighDesert 1545 AD 170847
2 Andrei_V 1405 AD 114767
3 Miraculix 530 AD 94338
4 Ryuujin 2080 BC 56740
5 Ronald 440 AD 51582
6 ori 140 AD 45407
7 Grifftavian 1355 AD 28347
8 Antoninus 1928 AD 10412
 
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